Nexus requirements

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Credits and distribution permission

Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permissionYou are not allowed to upload this file to other sites under any circumstances

Modification permissionYou must get permission from me before you are allowed to modify my files to improve it

Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances

Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file

Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Console modding permissionThis mod will not be available on Bethesda.net for console users

Author notes

Personal tweaking IS allowed.

Re-uploading is NOT allowed (Modified or not, its not allowed, if you want your own tweaked version uploaded, send it to me and I will consider, you WILL be credited for your contribution).

Porting this mod for use on consoles without my explicit permission IS NOT ALLOWED.

Using this mod or a modified version of it in other mods is ONLY allowed with my EXPLICIT PERMISSION.

File credits

This author has not credited anyone else in this file

Author's notes:-This mod is a Nexus exclusive, I will not spend time to upload my mod to other sites and I will not trust others to do so in my stead, please respect this decision (If you do find this mod on another site, it was stolen and may contain malware)- PLEASE READ THESE NOTES, THE FAQ AND THE STICKIED POST IN THE COMMENT SECTION THOROUGHLY, THEY CONTAIN VALUABLE INFORMATION, EXPERIENCED CONCERNS MAY NOT BE VALID IF THESE ARE NOT READ- Version 1.2.0+ was made with the Creation Kit and may need balancing on values, please notify me if enemies seem exceptionally strong/weak- Supports Automatron, Far Harbor and Nuka World DLC- You do NOT have to wait for cell reset for this mod to take effect-Do NOT install the Beefy Bosses addon if you do NOT want ridiculously strong boss enemies!- This mod uses the Mod Configuration Menu by Registrator2000, Neanka and Shadowslasher410; please make sure you have it installed before using this mod

Description:TL;DR, what it does is it makes NPC levels scale to the player's level, whenever, wherever. As well as changing some of the NPCs' attributes for a better NPC stat curve. Resulting in more varying combat gameplay and more challenging fights, as well as a much better late game.

WHAT THIS MOD DOES DO:It makes NPC stats scale to level, this means e.g. a gunner conscript will not feel considerably more easy at level 60 compared to at level 30.

WHAT THIS MOD DOESNT DO:It doesnt make all NPCs arguably stronger, raiders are still weak, enemies can still die to a single shot

WHAT DOES THAT MEAN?:It means that at level 1, you shouldnt* feel much difference with vanilla, but at level 100, you should* get the feeling the game isnt as much of a joke as it would be on vanilla (its still challenging, hooray!)

(*) subject to balancing, some things about this mod may need tweaking

In the vanilla game, NPC levels are calculated only once per area when you first enter that area, and they remain at that level until cell reset.This mod changes that, so you may enjoy enemies that equal your strength at all times.

It also ensures that enemies do not turn into bullet sponges when reaching higher levels (You get extra damage based on your level, to compensate for the ever increasing health pool of NPCs);(Damage increase kicks off at level 100 and increases exponentially, capping out at 3x)

Most NPCs get an increase in damage and armour penetration based on their levelYou will see this in FO4Edit/Creation Kit as crDamageBoostLeveled01 and crDamageBoostLeveled02

The reason NPCs use a different graph from the player is becauseA - NPCs dont appear to have an experience attribute, only level, and sadly there is no AVIF for level, only experience - Changed as of V1.2.0, because of Creation KitB - NPCs dont really do a whole lot of damage to begin with, so their multipliers need to be higher than the player'sC - The 2 different leveled damage boosts for NPCs allows to differentiate between 'stronger' and 'weaker' enemies (e.g. the Raiders using crDamageBoostLeveled02 (lesser) and Gunners using crDamageBoostLeveled01 (greater))

Deathclaw screenshot is a Mythic Deathclaw at a player level of 564.Uploaded as a .esm Bethesda master file, in case you want to easily create a mod with this mod as a master. (e.g. compatibility patches)

List of features: - Mod Configuration Menu: this mod uses the Mod Configuration Menu to control certain variables, such as outgoing and incoming player damage

- Enemies scale to player levels, with a minimum level depending on the 'tier' of enemy (e.g. a Mythic deathclaw is a higher tier deathclaw than a Chameleon deathclaw)

- Tweaked NPC attributes, to emphasise weakness more (it makes sense for ballistic damage to be less effective against robots than energy damage, this wasnt expressed very well in the vanilla game)

- Leveled enemy damage, this means enemies will get an increasing flat out boost to damage as they get higher levels, so as to make sure enemies that are supposed to be tough do not become cannonfodder at a certain point

- Leveled player damage, did it ever bother you how much of a bullet sponge enemies can be at very high levels? (we're talking past 50 for some enemies, past 90 for most), no more!, your damage will increase gradually as you level up, to compensate for practically indefinitely increasing enemy health pools (keep in mind that this acts in no way as an alternative to damage boosts gained from perks, you will still very much need those!)

- Leveled incoming explosive damage, we've all been there I guess, or most of us anyway, when you just dont give a damn anymore about that beeping land mine because itll tickle you at best anyway. Well no more!, all incoming explosive damage is increased ACROSS THE BOARD!, so now explosions will actually feel EXPLOSIVE! (this depends on YOUR level, not enemy level, multiplier increases as you level up)

- Greater emphasis on 'tough' enemies actually being tough, if it ever discomforted you to realise how impotent deathclaws actually are, fear no more, with this mod they will be frighteningly potent (with deathclaws for example being glass cannons, as lore dictates, they die quickly, but pity the fool that lets one get too close)

- Less bland bullet damage modifiers, if you are among those who think it makes sense for a bullet to the arm to be less deadly (mind you, less deadly =/= less crippling!) than a bullet to the torso, youll be surprised to learn that in the vanilla game, it doesnt at all matter whether you shoot someone in the left big toe or in the heart, it does the same damage anyway. I have fixed that in this mod, you can expect to do considerably more damage on headshots, and considerably less damage on left-big-toe shots (and arm/leg shots for that matter, but thats not as big of a difference)

- Encounter zones. Encounter zones dictate the tier of enemies spawned and what grade of loot you find in the area. In the vanilla game, encounter zones have a low maximum level, a lot of encounter zones cap out at level 35. This mod increases the maximum level, but does not touch the minimum level, that means that it increases the longevity of the game without making the game easier

- Beefy Bosses, does exactly what it says on the tin, makes bosses beefy! Currently only applies to sentry bot, super mutant behemoth, deathclaw and queen mirelurk. Sentry bot is immune to all damage except explosive or damage done to the fusion cores, super mutant behemoth is immune to all damage except headshot damage (damage increases as head limb damage increases), deathclaw is very resistant to all damage done to its hide (attack its belly instead) and suffers reduced explosion damage, queen mirelurk is immune to all damage except fire damage and suffers reduced explosion damage

To-do list (I may or may not do these):- Iron out inconsistencies and smoothen the experience- Expand on MCM features (adding more slider options for more in-depth tweaking of damage dealt and damage taken by the player as well as companions/followers)

Compatibility:- Basically not compatible with any mod that changes NPCs (Called Actors in the Creation Kit). Though it shouldnt be too big of a problem unless its the encounter NPCs being edited (These have IDs starting with Enc in the Creation Kit, e.g. EncVertibird01 or EncDeathclaw01)- Since this seems to be misunderstood quite often, it IS compatible with War of The Commonwealth (The encounter zone conflicts are insignificant)

FAQ:

Spoiler:

Show

Q: Do I need to wait for cell reset for this mod to work?A: No.

Q: Will this mod make all areas the same difficulty?A: No, enemies are tiered (Deathclaw -> Alpha Deathclaw -> Glowing Deathclaw -> Deathclaw Matriarch -> etc.), the farther away from V111 you are (in a radial pattern), the higher the tier of enemies you encounter. So regardless of all enemies scaling to your level, you will still encounter higher tier enemies the farther away from V111 you are

Q: If I change the incoming/outgoing damage multiplier with MCM, will it affect NPC's not edited by this mod?A: Yes, it most certainly will

Q: How do encounter zones work?A: Encounter zones specify a minimum level A and a maximum level B for area X, upon entering area X, it will match the zone to your level for the duration of one cell reset, if you are below minimum level A specified by the encounter zone, it will use level A instead. This calculated level will be used to determine the outcome of leveled lists, this means if an area has a minimum level A of 50, but you are level 10, it will spawn loot and enemies as if you were level 50. When the cell of that encounter zone resets but you are now level 80, it will spawn loot and enemies for level 80. When the cell of that encounter zone resets again but you are now level 110, while the maximum level B of that encounter zone is 90, it will spawn loot and enemies as if you were level 90

Q: Is this compatible with [mod]?A: Open [mod] and NPCScaling in FO4Edit and look through the records of NPCScaling, red means conflict. If there is a conflict, the mod that is loaded last will get priority

Q: Will you [request] or have you thought of [suggestion]?A: Feel free to share your ideas, I may take inspiration from them, but do not expect anything. I do not work on demand nor does it matter to me in any way what you think of this mod, I make mods purely for the entertainment of making them and I upload them because I have made them anyway and it would be a waste not to share

Q: I keep dying, plz nerfA: If this mod draws the utmost effort out of you and pushes you to attempt new strategies and methods, then you know it is working correctly. If you stampede through the game ignoring the vast majority of its content, you are really missing out. At times this mod may force you to dig into this untapped potential and find alternatives to your habitual playstyle

Q: Will this mod be available on xbox one?A: Yes .. No .. Maybe. Who knows? I do not intend to, but I am not a fortune teller, who knows what the future may hold. Its not that I have a reason not to, its purely that I only frequent the Nexus and can keep track of mods I uploaded while Im here anyway, whereas if my only reason to visit Bethesda.net would be to keep track of a mod I uploaded, it would be a poor reason and I would stop showing up eventually

Q: LOL at the screenshot. Has anyone really been far even as decided to use even go want to do look more like?A: 42.